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  • Dead Singer Group, Small, Devious
    Only Sings 6 HP 0 armor
    Close

    A small undead lady wearing various dresses, who attempts to sing songs to anything alive. Instinct: To sing a song to those alive

    • A mute creature who opens its mouth to seemingly scream, but instead is mute. The Silent Scream forces anyone within near range to make a (2d6+Con) against it, If they get a 10+ they are save, if they get a 7-9 they take 5 unblock able damage, on a 6- you take 10 unblock-able damage..
    • The song it doesn't sing.
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Boom Boner Group, Devious
    Suicide (3d6+1) or Hand Smack (d4 damage) 3 HP 0 armor
    Close

    A skeleton with a flaming head; Standing about average human size and chasing down its target. If you can remove its head before it explodes, you disable the explosion Instinct: To explode and give a thrill to the living

    • Chases its target down; attempting to self destruct dealing (3d6+1 Fire damage in a reach radius)
    • Its ability to blow the heck up.
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Ice Worm Solitary, Huge, Terrifying
    hooked mandibles (d10+5 damage) 20 HP 0 armor
    Reach
    Special Qualities: immunity to cold, pallid, translucent flesh

    A segmented worm, with gelid flesh so translucent as to be almost transparent. Pale blue and purple organs pulse within. It has no visible sense organs, only a ring of hooked mandibles surrounding it's gaping throat. Instinct: to eat

    • Burrow through ice
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  • Mythos Byakhee Group, Planar
    Claws (d10+2 damage 1 piercing) 10 HP 1 armor
    Close, Far

    Byakhee are interstellar predators that travel the vacuum of space by means of an organ called a "hune". This organ, located in the thorax of the creature, allows the creature to greatly surpass the speed of light by unknown means. The creature can also survive the interstellar vacuum unaided. If one had the means by which to survive the myriad threats space presents, than one could ride a Byakhee to anywhere in the cosmos. When travelling beyond the speed of light, the creature's metabolism is greatly increased. When descending to the surface of any given planet, it is usually to feed; it is best avoided. While on the earth's surface, Byakhee can fly at speeds up to 70 kph. The "hune" also allows them to hover on a planet's surface, using their wings for movement. Instinct: Obey Master

    • Swoop!
    • Creature of the Void
    • Often serves the Cthulhu Mythos
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Pond Vision Solitary, Intelligent, Terrifying
    Tooth and Claw (d10+2 damage 1 piercing) 16 HP 0 armor
    Close
    Special Qualities: Distorted/Rippled Appearance

    Battlefields are seldom chosen with the ecosystem in mind. When all is said and done, blood and filth charged with negative energy often collects in a pond or brook. It might have stayed there forever, harmless, if not for the thirst of nearby animals. Using the body of the animal to reform into the distorted, rippled shape of the humanoids that fought there, the Pond Vision awaits its prey. Instinct: To Sustain the Pond

    • Bleed the living dry
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  • Living Corpse Horde, Small, Construct, Terrifying, Amorphous
    Ripping Fingers (d6+2 damage) 8 HP 1 armor
    Close
    Special Qualities: Hides below the surface of mud flats, rotting flesh fills the air as it rises, but that's nothing compared to its bloody cloven face

    The mucky mud. You walk through it with enough disgust, but once you realize that's not just a crab rising from the mud, it's someone's mortal remains. Now it has your foot, you kick it away. You sneer, but something is ripping your other foot off already, oh dang. Liches! Instinct: To drag down passing humans and eat their flesh.

    • Rise its rotting fingers from the mud.
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Rotting Archer Group, Organized, Terrifying, Amorphous
    Great Arrow (b[2d8] damage) 17 HP 1 armor
    Close, Far, Ignores Armor
    Special Qualities: Human flesh still articulates on it's bones.

    One of those tall fleshy ghouls found a bow, oh boy. It sends arrows flying from its solitary platforms. As crude victims close in on the disgusting almost skeletal frame, it evokes a horrid whistle from the depths of it's skull. At first, nothing happens, but soon fleshy ghouls spring from the entrenchous and vaporous mud. Instinct: Attack those who still draw breath,

    • Feast on the flesh of the dead
    • Deadly Whistling
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Magus Mystic Group, Magical, Divine, Intelligent, Planar
    Aura (d10+2 damage) 10 HP 4 armor
    Close, Ignores Armor, Far

    An Ancient Masked Figure; who knows not its name or heritage; only that it must protect the way of the 9 Magus Order. Instinct: To banish anyone who attempts to learn Mystic Magic

    • Using the powers given by the divine angel of suffering and death, The Magus can both restore life and take it. The Magus is an ancient magic user who are well traversed in both knowledge and skill. The Arts of the 9 Magus Born are second to none
    • Intersteller Beam: Roll 2d6+3, on a 10+ you unleash a stellar beam that deals 2d6 unblockable damage, or You heal a friendly target for 2d8. On a 7-9 you deal 1d6 Stellar unblockable damage or heal 1d8.
    • Divine Intervention: The Mystic magus can Move through walls and can fly at the pace of someone running vary fast.
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  • Atozian the father of Sontozian Solitary, Magical, Intelligent, Hoarder, Amorphous
    Double Handed Sword Slash (b[2d10+4] damage 3 piercing) 19 HP 6 armor
    Close, Forceful, Near

    Immensely bulky and dense. Muscles rip from every cord of it's body Instinct: Extreme Order

    • Seduce royalty, protect it's children, kill anything that harms kids
    • Summon a blast from the ether to incinerate undead
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  • Juggernaut Solitary, Large, Divine, Construct
    Massive stone wheels (d10+4 damage) 20 HP 2 armor
    Forceful, Ignores Armor
    Special Qualities: Sanctified

    Chariot of the gods, house of the holy, seat of divinity—the juggernaut is a mobile shrine, bearing a blessed idol for the adoration of the faithful. Such is its divine power, it can move on its own when the time for worship has come. On high holy days it emerges from the god's temple for a procession upon the pilgrim's path, and all who see it should bow down alongside in reverence. But the god is a jealous god, and woe betide the worshipper whose heart wanders. The juggernaut shall strike down with great vengeance and furious anger those who would attempt to poison and destroy the brethren. Instinct: To crush the unfaithful

    • Advance inexorably
    • Hunt the heathen
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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